Item

These appear to be boots of striding and springing. However, when the jump action is taken, the boots become extra springy, sending the character 2d6*10 feet in the air. Upon landing, the character takes the appropriate falling damage.

This is another guest entry from Brian Wiborg Mønster, submitted on Adventure-a-Week.

This stone corridor looks like so many that have come before you.

Type: mechanical; Perception DC 25; Disable Device 20

Trigger location; Reset automatic

Effect

A 10’ by 10’ piece of the floor swings open and closes after swallowing up any characters standing on it, (DC 22 Reflex save to avoid falling in). It starts with a 30’ steep slope covered in razor-sharp protrusions, the protrusions will deal one hit per 10ft fallen (3 hits at +14 that deals 2D6 + 1 bleed, the bleed damage is cumulative from these hits.) The hits are resolved vs. the character’s flatfooted AC due to falling.

The bottom of the pit is covered in 4’ of stagnant swamp water, which seeps through the pit via 4” circular holes along the bottom of the pit. In the water is a swarm of leeches, now just sit back and watch as the bleed damage and the Str, Dex and Con drain from the leeches slowly drains the character(s). We will throw down a rope they say, remember the razor sharp protrusions I say.

This is a another guest entry from Brian Wiborg Mønster, submitted on Adventure-a-Week.

A small shelf on the wall in a dungeon corridor has potions setting on it. There are as many potion bottles as there are characters. These potions are fully working potions of gaseous form. A piece of parchment shows that the 4” holes in the ceiling every 20’ are to be used with the potions in case of emergencies.

Type: magical; Perception DC 28; Disable Device 28

Trigger location; Reset automatic

Effect

About 8’ up in the holes, which lead to another level in the dungeon, is a targeted Dispel Magic vs. Gaseous Form. The DC is 16 if using a potion, and the modifier is +8 for the dispel magic roll. The holes all end in a room with an empty fountain, hence the nickname of red fountain when an adventurer tries to fit into the small tube in his normal size.

Alternate version: It also works if the party is following an adversary in the dungeon and the corridor ends with a single hole and the potions give a clue to how the adversary got away, of course he just took the secret door in the wall, but the party will hopefully surmise that he took the hole in the ceiling.

This golden masterwork hilt has a carving of a dragon’s body along the grip ending in a pommel shaped like a dragon’s head with open maw, ready to breathe. The dragon’s outstretched wings serve as the sword’s guard.

Type: mechanical; Perception DC 22; Disable Device 18

Trigger special; Reset Repair

Effect

The first time a character wielding the sword rolls a natural one, the slight differences in pressure points along the hilt triggers an acid shower through the pommel from a reservoir hidden in the grip. Acid Shower(6D6 acid damage).

When a character flips over a card, they take damage equal to the face value of the card unless they make a DC 11 Will Save. Ace=1, Jack=11, Queen=12, King=13. The face cards also animate and mock the character as they do damage.

This finely crafted bag appears to be able to hold much more than its apparent volume.

Type: magical; Perception -; Disable Device –

Effect

This bag functions like a bag of holding in every way except one. When an amount of weight is put into the bag that would be the same as the character’s heavy load, the weight suddenly hits the character once he does an action (skill check, combat, etc) where the load would affect the action.

This masterwork net is festooned with pebble sized ornaments that tie together thick cords of spider’s silk. Most of these trinkets are blank pieces of bone but some appear burned, and bear effigies of troll skulls in painful grimaces. When soaked in oil the net becomes an applicable target of the spark spell or may be lit on fire (before or after an attack with it, requiring a swift action) with mundane sources, dealing 1d6 fire damage to any creature entangled by it (the oil burns away and the net extinguishes after 5 rounds).

The Troll Wig has a range of ten feet, 12 hit points, a hardness of 6 and can be burst with a DC 27 Strength check but operates exactly as a net in all other ways. Should the Troll Wig be used to kill a troll, one of the thirty white bone trinkets changes into a burned miniature troll skull. When all thirty of these charms have been transformed the Troll Wig deals an additional +1 fire damage to entangled targets

History

Gnomes are often credited as the original designers of the Troll Wig, given its specialized set of qualities, but grippli are the true creators of this unique net. With their extraordinary ability to climb and natural proficiency with the weapon, one clever shaman in the first days of the ancient Glachra clan used this subtle device to swiftly defeat the leader of an imposing band of trolls. Since then they have appeared in the hands of cautious small folk from coast to coast, all with varying numbers of burned skulls.